arma3:tools:terrain-builder
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arma3:tools:terrain-builder [2019/01/22 17:23] – added definition of bad polygon. snakeman | arma3:tools:terrain-builder [2024/08/04 18:24] (current) – text moved to ... snakeman | ||
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====== ArmA 3 Terrain Builder ====== | ====== ArmA 3 Terrain Builder ====== | ||
+ | |||
+ | [[https:// | ||
Random info collected about Terrain Builder. | Random info collected about Terrain Builder. | ||
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====== LandGrid reference exceeded the range ====== | ====== LandGrid reference exceeded the range ====== | ||
- | Error (note the values are unique | + | Text moved to [[arma3:terrain:terrain-builder: |
- | < | + | |
- | {error} | + | |
- | </ | + | |
- | This error is because your texture layer size is too small. | + | |
- | + | ||
- | Mapframe properties -> samplers -> texture layer. The **texture layer value must be minimum of 4 x cell size!** | + | |
- | + | ||
- | For example if your cell size is 10 then use 40m texture layer size or if its 25m, then instead of 50m use 100m texture layer size. | + | |
- | + | ||
- | Remember that every time you change texture layer, you have to generate layers from processing tab. | + | |
====== Too many objects in grid rectangle 1023,1023 ====== | ====== Too many objects in grid rectangle 1023,1023 ====== | ||
- | **ErrorMessage: Too many objects in grid rectangle 1023,1023** | + | Text moved to [[arma3:terrain: |
- | + | ||
- | One cause for this crash is that your road shape file has vertices / roads beyond the terrain builder mapframe range, aka outside the game world coordinates. | + | |
- | + | ||
- | Fix it by, well fixing your roads, cut them again on global mapper, QGIS or manually in terrain builder (oh please no) to make sure they are all inside the terrain area. | + | |
====== Import Objects Template Library Error ====== | ====== Import Objects Template Library Error ====== | ||
- | Error: | + | Text moved to [[arma3:terrain:terrain-builder:import-objects-template-library-error|ArmA 3 Terrain Builder Import Objects Template Library Error]]. |
- | < | + | |
- | TxTImport - Wrong file format or source template not found. | + | |
- | </ | + | |
- | It means you do not have template library for the object(s) you are trying to import. Always keep your template library' | + | |
- | + | ||
- | If you create your own terrain builder | + | |
- | + | ||
- | You can track down the missing template name by importing | + | |
====== Error: Bad texel mapping for surface mask image ====== | ====== Error: Bad texel mapping for surface mask image ====== | ||
- | Error: | + | Text moved to [[arma3:terrain: |
- | < | + | |
- | Layers generation | + | |
- | </ | + | |
- | Means your satellite texture/mask resolution is different what you write in Mapframe properties -> samplers -> Satellite/ | + | |
====== Objects Count ====== | ====== Objects Count ====== | ||
- | How to check objects count. Go to layers manager and select objects tab, then RMB click layer which has your objects and choose Show info. This dialog shows you how many objects that layer contains. There is no "count all objects" | + | Text moved to [[arma3:terrain:terrain-builder:objects-count-check|ArmA 3 Terrain Builder Objects Count Check]]. |
- | + | ||
- | Second method is to save export your terrain | + | |
- | + | ||
- | Third method is that if you already have WRP saved, you could use Eliteness open it and it shows you the object count. However this works only if your WRP is exported recently and obviously have Eliteness installed. | + | |
====== 8192 Heightmap ====== | ====== 8192 Heightmap ====== | ||
- | We have had various results creating 8192 heightmap terrain builder project. Sometimes terrain builder freezes just after creating the project, sometimes you can get it done in one go, it seems to vary according to terrain builders mood and other voodoo magic :) | + | Text moved to [[arma3: |
- | + | ||
- | Here is few tips from our experiences. | + | |
- | + | ||
- | Wilbur lat/lon heightmap txt format did not import, terrain builder got stuck at the initial importing phase. It did not freeze, but was just sitting there 0% CPU use and nothing happened for long time. When you create L3DT exported ASCII Grid ASC file, it imports fine. | + | |
- | + | ||
- | This guide assumes you know your way around terrain builder and you have [[arma3: | + | |
- | + | ||
- | - create empty project, use default 512 grid, setup layers.cfg etc basic stuff | + | |
- | - save and exit terrain | + | |
- | - reload project, change grid to 8192 and rebuild terrain | + | |
- | - import | + | |
- | | + | |
- | - import mask | + | |
- | - import texture | + | |
- | - generate layers | + | |
- | - convert layers png to paa | + | |
- | | + | |
- | Its very voodoo magic like said, these steps might be totally unnecessary for you or maybe they are the key how you can create | + | |
- | + | ||
- | When you are working with 8192 heightmap project **save often**, trust me terrain builder is very eager to freeze with this amount of data, especially when you bring in high resolution satellite images. Saving often saves (no pun intended) you so much time. | + | |
====== ASCII Grid ASC Heightmap ====== | ====== ASCII Grid ASC Heightmap ====== | ||
- | When you export heightmap from L3DT in ASC format it comes out with header like this: | + | Text moved to [[arma3:terrain:terrain-builder: |
- | < | + | |
- | ncols | + | |
- | nrows | + | |
- | xllcorner | + | |
- | yllcorner | + | |
- | cellsize | + | |
- | NODATA_value | + | |
- | </ | + | |
- | This format is acceptable | + | |
====== Heightmap Roughness ====== | ====== Heightmap Roughness ====== | ||
- | If your heightmap is extremely rough with huge elevation changes / mountains in short distances etc, then buldozer and binarize most likely will just freeze. | + | Text moved to [[arma3:terrain:terrain-builder:heightmap-roughness|ArmA 3 Terrain Builder Heightmap Roughness]]. |
- | + | ||
- | Buldozer will freeze or spend endless time on " | + | |
- | + | ||
- | Do not create too crazy elevations, such terrains might look nice in some 3d preview like in L3DT 3D mode etc, but they aren't usable in arma3. The rough elevations might not look odd on terrain builder | + | |
- | + | ||
- | If you suspect your buldozer / binarize freezing or endless processing is caused by this, make a temporary very **very** bland and smooth heightmap just to test it out. | + | |
- | + | ||
- | **Binarize freeze detection** | + | |
- | + | ||
- | How binarize freeze can be detected from windows task manager: | + | |
- | - At start it runs 25% CPU usage and memory usage increasing | + | |
- | | + | |
- | If this doesnt happen, it just stays 25% with constant memory; it has frozen. | + | |
====== Save Buldozer Heightmap Edits ====== | ====== Save Buldozer Heightmap Edits ====== | ||
- | How to save your edits from buldozer | + | Text moved to [[arma3: |
- | + | ||
- | File -> export | + | |
- | + | ||
- | Now your buldozer | + | |
====== Shape Files ====== | ====== Shape Files ====== | ||
- | Shape files are stored in this directory: | + | Text moved to [[arma3:terrain:terrain-builder:shape-files|ArmA 3 Terrain Builder Shape Files]]. |
- | < | + | |
- | Source\TerrainBuilder\< | + | |
- | </ | + | |
- | + | ||
- | You can copy these shape files between your terrain builder | + | |
- | + | ||
- | If you delete your shape layers and after restarting terrain builder they are back, then you can fix this by going to shapes directory and deleting the .tv4s files which you want to be gone. | + | |
====== Stutter, Freezes ====== | ====== Stutter, Freezes ====== | ||
- | With large projects you can get heavy stutter and freezes. While this is no solution | + | Text moved to [[arma3:terrain: |
- | + | ||
- | But like said, its not a real solution because if you disable / hide all views, how can you edit anything!? hehe. | + | |
- | + | ||
- | However this is important to know for example if you edit only objects | + | |
====== Export Shapes as Images ====== | ====== Export Shapes as Images ====== | ||
- | Terrain Builder has a feature in the export menu that lets you export shapes as imagery. If you select all the shapes / polylines you desire to have painted into your masks, assign them a surface material and then go to the "Export | + | Text moved to [[arma3: |
- | + | ||
- | To assign surface material, use RMB on the shapes layer to bring up the material list. | + | |
====== Satellite Mask ====== | ====== Satellite Mask ====== | ||
- | If you don't have satellite mask created by other tools like L3DT or perhaps made by yourself in image editor (photoshop / gimp), you can create basic satellite mask (surface mask) in terrain builder. | + | Text moved to [[arma3:terrain:terrain-builder:satellite-mask|ArmA 3 Terrain Builder Satellite Mask]]. |
- | + | ||
- | Create shapes according to vegetation, place forests etc stuff which require different mask type. | + | |
- | + | ||
- | RMB shape layer and choose surface mask to be used with this layers shapes. | + | |
- | + | ||
- | Then you can export | + | |
====== Import - Zone of Imported Data ====== | ====== Import - Zone of Imported Data ====== | ||
- | Importing | + | Text moved to [[arma3:terrain:terrain-builder: |
- | < | + | |
- | Import | + | |
- | </ | + | |
- | It probably means that you have PRJ file with wrong UTM zone, I believe it can be fixed by simply deleting the .PRJ file (not sure about this, if you have more accurate info, please share). | + | |
- | + | ||
- | < | + | |
- | Import - Zone of imported data is too far from the project reference zone. Data cannot be imported. | + | |
- | </ | + | |
- | Happens when your ASC header xllcorner / yllcorner values are far off from 200,000 / 0. | + | |
====== Delete Stacked Objects ====== | ====== Delete Stacked Objects ====== | ||
- | If your terrain | + | Text moved to [[arma3:terrain: |
- | + | ||
- | If you want to run the operation on multiple items on the list (if there is many) don't hit ok but select next one and select operation and so on. | + | |
- | + | ||
- | Right click on object in template library has select all that selects all that type objects | + | |
- | + | ||
- | Object properties, there is absolute height and relative height. | + | |
====== Import Satellite Images ====== | ====== Import Satellite Images ====== | ||
- | When you have multiple satellite texture / mask images | + | Text moved to [[arma3: |
====== Object Pitch, Roll, Yaw, Scale Randomization ====== | ====== Object Pitch, Roll, Yaw, Scale Randomization ====== | ||
- | You can set random | + | Text moved to [[arma3: |
- | + | ||
- | Usually this is only done for vegetation objects like rocks, bushes and trees because man made objects like houses would not look nice if terrain builder randomizes their " | + | |
- | + | ||
- | YAW is the one most people want to use, its object rotation (yaw == rotation). | + | |
- | + | ||
- | Pitch is to " | + | |
- | + | ||
- | Roll is to " | + | |
- | + | ||
- | Scale is what gives size to the object. | + | |
====== Satellite Tiles ====== | ====== Satellite Tiles ====== | ||
- | Satellite tiles are the small PAA files in your data\layers\ directory. | + | Text moved to [[arma3: |
- | + | ||
- | ^ Satellite Image Resolution ^ Satellite Tile Resolution ^ Tiles ^ File Name Range ^ | + | |
- | | 40960 | 1024 | 1849 | _00 to _04 | | + | |
- | | 71680 | 2048 | 1849 | _00 to _04 | | + | |
- | | 81920 | 1024 | 7396 | _00 to _08 | | + | |
- | | 102400 | 1024 | 16384 | _00 to _12 | | + | |
====== Project Manager Error ====== | ====== Project Manager Error ====== | ||
- | If you get error: | + | Text moved to [[arma3:terrain: |
- | < | + | |
- | Project | + | |
- | </ | + | |
- | It means that you previously had source\TerrainBuilder\TemplateLibs\ directory and files but now its missing. | + | |
====== Importing Objects ====== | ====== Importing Objects ====== | ||
- | Old arma2 era visitor 3 import / export file format works with two changes. First you cannot have path to the p3d name, second you have to add that 200,000 easting to the coordinate. Also obviously you must have template library to match the objects you're going to import. | + | Text moved to [[arma3:terrain:terrain-builder: |
- | + | ||
- | Works: | + | |
- | < | + | |
- | " | + | |
- | </ | + | |
- | + | ||
- | Does not work: | + | |
- | < | + | |
- | " | + | |
- | </ | + | |
====== Template Library ====== | ====== Template Library ====== | ||
- | P3D object references are kept in templates. Template libraries are .TML files which are XML text files. | + | Text moved to [[arma3: |
- | + | ||
- | When you add template libraries and it asks name, this is FILENAME or some cases directory, so **do not use spaces or special characters**. | + | |
- | + | ||
- | On initial creation of a new template library the filename is created according | + | |
- | + | ||
- | PMC has provided full template libraries for download, see [[arma3: | + | |
====== Directories and Files ====== | ====== Directories and Files ====== | ||
- | Your project should be located in < | + | Text moved to [[arma3:terrain:terrain-builder: |
- | + | ||
- | Dialogs_new.vdat - unknown ???\\ | + | |
- | < | + | |
- | < | + | |
- | + | ||
- | There are sub dirs called:\\ | + | |
- | < | + | |
- | < | + | |
- | < | + | |
- | + | ||
- | Cache is unknown. Layers is your layers manager -> Objects each in individual file. Shapes is all your layers manager -> shapes each in individual file. | + | |
- | + | ||
- | Objects layers are saved as .tv4l files. | + | |
- | + | ||
- | Shape layers are saves as .tv4s files. | + | |
- | + | ||
- | When you save your project, it appears to save all files, even those that has not been modified, for example shape layers are saved as filename.ext.TMP temporary file name during saving. | + | |
- | + | ||
- | If you delete objects/ | + | |
- | + | ||
- | It is not good idea to delete | + | |
- | + | ||
- | When you import heightmap, satellite texture or satellite mask terrain builder will add them into its project | + | |
====== Rebuild Terrain Greyed Out ====== | ====== Rebuild Terrain Greyed Out ====== | ||
- | My terrain | + | Text moved to [[arma3: |
- | + | ||
- | If terrain | + | |
====== Keypoints ====== | ====== Keypoints ====== | ||
- | **Keypoints are location names and can be found at class names{} in config.cpp** | + | Text moved to [[arma3: |
- | + | ||
- | See also [[arma2:terrain: | + | |
- | + | ||
- | **Setup terrain builder for keypoint editing** | + | |
- | + | ||
- | Activate keypoints dialog, window -> key points, you see it appear close to layers manager (assuming you're using default layout). | + | |
- | + | ||
- | **Add Keypoints** | + | |
- | + | ||
- | Select add keypoints icon / button active from the main menu, from menu drop-down keypoints -> add keypoint or from keypoints dialog. Then just click on the map and keypoint is created. Press and hold LMB to drag a box, then release LMB and keypoint with this size is created, otherwise if you use single LMB click it creates some 1km sized box instead. | + | |
- | + | ||
- | You can see the keypoint info appear in keypoints dialog. | + | |
- | + | ||
- | Stop adding keypoints by selecting the add keypoints icon/button again, deselecting it. | + | |
- | + | ||
- | **Select Keypoint** | + | |
- | + | ||
- | When you select keypoint name from the keypoints dialog, scene view will snap into that location. | + | |
- | + | ||
- | **Delete Keypoints** | + | |
- | + | ||
- | Select keypoint and click the delete keypoint icon / button. This feature has no confirmation dialog, so be careful when clicking close to this button, its recommended to use add keypoints icon / button from main menu when adding keypoints, to avoid accidental deletions :) | + | |
- | + | ||
- | If you use delete all keypoints icon / button, terrain builder doesn' | + | |
- | + | ||
- | You can avoid this by doing some action that register as " | + | |
- | + | ||
- | **Edit Keypoint** | + | |
- | + | ||
- | Double LMB click keypoint name from the keypoints dialog to open keypoints properties dialog. This is the same as selection properties dialog. | + | |
- | + | ||
- | **Export Keypoints for config.cpp** | + | |
- | + | ||
- | When you export your WRP, the keypoint class names info is saved into < | + | |
- | + | ||
- | This keypoints hpp file is overwritten every time you export your WRP ! Do not edit this file as all your edits will be lost! | + | |
====== Elevation Editing ====== | ====== Elevation Editing ====== | ||
- | You can edit heightmap / elevations either from buldozer or terrain | + | Text moved to [[arma3:terrain:terrain-builder:heightmap-elevation-editing|ArmA 3 Terrain Builder |
- | + | ||
- | Click " | + | |
- | + | ||
- | Now you see terrain properties dialog and heightmap (grid) dots in your terrain. Remember to zoom in close so you can see the real individual | + | |
- | + | ||
- | **Select Elevation Point(s)** | + | |
- | + | ||
- | Use LMB drag a box around the elevation point(s) you want to edit. If you chose only one you can edit it directly, or if you chose multiple you can edit all of them at once, but be careful when editing | + | |
- | + | ||
- | **Set Elevation** | + | |
- | + | ||
- | To set elevation for specific value, like leveling out airfield or other surface which must be totally even, use "user elevation" | + | |
- | + | ||
- | Select elevation points, then use terrain properties -> action -> user elevation, set the elevation value you want to use and click OK. | + | |
- | + | ||
- | **Updating Scene View / Properties** | + | |
- | + | ||
- | Scene view or terrain properties does not automatically update when you edit elevations. You have to unselect and select the edit terrain crossed hammers icon / button to update (it keeps the elevation point selections oddly enough). | + | |
- | + | ||
- | **Heightmap | + | |
- | + | ||
- | Elevation | + | |
- | + | ||
- | Elevation of -0.84 shown as blue (water). | + | |
====== Buldozer Object Selecting Not Working ====== | ====== Buldozer Object Selecting Not Working ====== | ||
- | When you are in buldozer | + | Text moved to [[arma3: |
- | + | ||
- | Buldozer | + | |
====== Deleting Layers ====== | ====== Deleting Layers ====== | ||
- | **Deleting object layers with objects in them** | + | Text moved to [[arma3:terrain:terrain-builder:deleting-object-layers|ArmA 3 Terrain Builder Deleting Object |
- | + | ||
- | Do not run buldozer when you delete object layers, it might crash terrain builder. | + | |
- | + | ||
- | Please save the project before | + | |
- | + | ||
- | If you need to delete whole object layers in the layer manager, you can just go to MyTerrain\source\TerrainBuilder\MyTerrain.Layers\ directory and delete the TV4L files directly (when terrain builder is not running). | + | |
- | + | ||
- | The next time you start terrain builder and load this project, the object layers are gone. | + | |
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====== Move Object To Another Layer ====== | ====== Move Object To Another Layer ====== | ||
- | **Howto move objects from one layer to another in terrain builder.** | + | Text moved to [[arma3:terrain:terrain-builder:move-object-to-another-layer|ArmA 3 Terrain Builder Move Object To Another Layer]]. |
- | + | ||
- | Lets say you have all your objects like trees, rocks and buildings dumped into " | + | |
- | + | ||
- | In layers manager create new layers for these names " | + | |
- | + | ||
- | Select Default layer. | + | |
- | + | ||
- | From library manager on first tree object | + | |
- | + | ||
- | Repeat this for each of the template library object templates (each for rocks and buildings too). Yeah its a nuisance to do this, but there is no automated way to do multiple object templates at once. | + | |
- | + | ||
- | Once done, your layers manager | + | |
- | + | ||
- | Tip from Cosmo in discord: If you already have several layers and objects, | + | |
====== Heightmap Resize ====== | ====== Heightmap Resize ====== | ||
- | Terrain builder can be used to resize your heightmap. | + | Text moved to [[arma3:terrain:terrain-builder: |
- | + | ||
- | Important note: this method does not "add details" | + | |
- | + | ||
- | Increasing the heightmap grid size but still maintaining compatibility with terrain + objects is tricky, meaning you don't want your objects floating in the air or buried in the ground. Lets say you have 256 x 256 grid heightmap and 50 meter cell size coming to 12.8km terrain, now if you want to increase the heightmap grid and decrease cell size therefore making terrain more detailed and smooth, divide the cell size by two every time you multiply heightmap, like this: | + | |
- | + | ||
- | **Heightmap original 256, cell original 50:** | + | |
- | ^ Heightmap New ^ Cell New ^ | + | |
- | | 512| 25 | | + | |
- | | 1024 | 12.5 | | + | |
- | | 2048 | 6.25 | | + | |
- | | 4096 | 3.125 | | + | |
- | + | ||
- | In our 256 example size, if you want to increase heightmap to 1024 you would drop cell size from 50 -> 25 -> 12.5 which would still keep same 12.8km terrain size, objects would remain in their proper location and heightmap would be " | + | |
- | + | ||
- | **VERY IMPORTANT: | + | |
- | + | ||
- | Normal objects like bushes, rocks, trees etc and normal buildings are fine with this resize using their relative elevation modes in terrain builder and remain on their original place. | + | |
- | + | ||
- | HOWTO increase your existing terrains heightmap grid size in terrain | + | |
- | - mapframe properties -> samplers, edit terrain sampler grid size (heightmap) from 256 to 1024 | + | |
- | | + | |
- | - import your 256 x 256 grid heightmap .asc even though you already had it imported | + | |
- | - rebuild terrain from the mapframe properties -> processing tab | + | |
- | - delete the imported heightmap.asc raster (not necessary but always good thing to do) | + | |
- | - delete existing layers dir, grid file and generate layers (because heightmap/ | + | |
- | And you're all done, if you want you can export your terrain back out to ASC file now for backup purposes. | + | |
====== Vertices for Buildings ====== | ====== Vertices for Buildings ====== | ||
- | Buildings / houses object placement idea by Ice. | + | Text moved to [[arma3: |
- | + | ||
- | Vertices or points for buildings is one method | + | |
- | + | ||
- | Create new shape layer for your vertices/points, place one point for one building. You can make several layers like small village houses and big city buildings etc. | + | |
- | + | ||
- | Use these shape files then in terrain processor and create " | + | |
====== Windows 10 Compatibility ====== | ====== Windows 10 Compatibility ====== | ||
- | Are you using Windows 10 and terrain | + | Text moved to [[arma3:terrain:terrain-builder:windows-10-compatibility|ArmA |
- | + | ||
- | With win10 you must use **XP SP3 mode** when running | + | |
- | + | ||
- | Note: if you use XP SP 3 mode, you also have to run the P: drive setup bat file as normal user and once as admin. | + | |
====== Objects Alignment ====== | ====== Objects Alignment ====== | ||
- | Are objects with absolute or relative height? | + | Text moved to [[arma3: |
- | * All objects in terrain builder and visitor | + | |
- | * All objects in both exported and binarized WRP use Above Sea Level | + | |
====== Align Objects to Ground ====== | ====== Align Objects to Ground ====== | ||
- | To align floating (or buried) | + | Text moved to [[arma3: |
- | + | ||
- | Drag a box around the objects and set relative elevation to zero. | + | |
- | + | ||
- | If you have huge number of objects, export them and edit the .txt file directly (currently there is no tool to automate this), then import objects txt file back into terrain builder. | + | |
====== Select Too Many Objects ====== | ====== Select Too Many Objects ====== | ||
- | When you select a very large number of objects, de-selecting them becomes a problem as it takes a really long time. When I selected 3.7 million objects in Default layer and then de-selected them (clicking empty spot in sceneview) | + | Text moved to [[arma3:terrain:terrain-builder:select-too-many-objects|ArmA 3 Terrain Builder Select Too Many Objects]]. |
- | + | ||
- | Do not select | + | |
====== Join Polylines ====== | ====== Join Polylines ====== | ||
- | Terrain | + | Text moved to [[arma3: |
====== Objects Export File Format ====== | ====== Objects Export File Format ====== | ||
- | **Terrain | + | Text moved to [[arma3: |
- | < | + | |
- | " | + | |
- | + | ||
- | 1 - P3D/ | + | |
- | 2 - X coordinate | + | |
- | 3 - Y coordinate | + | |
- | 4 - Yaw (ie rotation) | + | |
- | 5 - Pitch | + | |
- | 6 - Roll | + | |
- | 7 - Scale | + | |
- | 8 - Elevation | + | |
- | </ | + | |
- | + | ||
- | **Terrain | + | |
- | < | + | |
- | objects | + | |
- | -0.296639 | + | |
- | end objects | + | |
- | </ | + | |
====== Invalid Triangulation Polygon ====== | ====== Invalid Triangulation Polygon ====== | ||
- | **CPolygonalArea::UpdateGeometry() | + | Text moved to [[arma3:terrain:terrain-builder:invalid-triangulation-polygon|ArmA 3 Terrain Builder Invalid Triangulation Polygon]]. |
- | You can fix this error in global mapper by just loading and saving the shapefile, or in terrain builder by using menu shapes -> find by name, then select the polygon in the error, use action drop-down of "show and select", | ||
- | Definiton for bad polygon; can for example be one where lines between vertices cross at some point. | + | ====== Vertice Selection With Shape ====== |
+ | |||
+ | Text moved to [[arma3: | ||
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Miscellaneous info bits, oneliners even. | Miscellaneous info bits, oneliners even. | ||
- | * Terrain | + | Text moved to [[arma3: |
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- | * When you import satellite texture, it will delete the existing png files in layers/ directory. Previously in arma2 visitor3 did not delete nothing, in fact it skipped the png's if they existed and only created those that were missing (or broken). | + | Text moved to [[arma3: |
- | * Save your project | + | Text moved to [[arma3: |
- | * Mapframe properties | + | Text moved to [[arma3: |
- | * See [[arma3: | + | Text moved to [[arma3: |
- | * [[arma3: | + | Text moved to [[arma3: |
- | * You can split up your satellite images | + | Text moved to [[arma3: |
- | * When you export from xcam, select absolute. Then in TB do file import | + | Text moved to [[arma3: |
- | * Buldozer use, if your terrain has hardcore elevations very rough stuff, buldozer might freeze on " | + | Text moved to [[arma3: |
- | * When you make changes in buldozer don't use " | + | Text moved to [[arma3:terrain:terrain-builder: |
- | * Highest elevation has been confirmed 8848 meters. Ice from arma discord said he made mount everest terrain which worked fine. Helicopter (little bird) could not climb to that altitude but cars worked there just fine. | ||
- | * Import -> Maps is how you import arma2 WRP and PEW files. | + | ====== Export Imagery ====== |
- | * If you have very large terrain possibly with large number of objects, think twice before previewing it on buldozer as it takes forever | + | Text moved to [[arma3: |
- | * When you generate layers, you must have layers manager the correct layers visible. If they are hidden terrain builder generates white satellite texture tiles. You can usually detect this right away as the satellite map processing (step 1) is very quick. | ||
- | * If you get "Area tool - couldn' | + | ====== Processing Dialog On Top ====== |
- | * source\terrainbuilder\< | + | Text moved to [[arma3: |
- | * source\terrainbuilder\< | ||
- | * If you have a shape selected and press D while in Buldozer | + | ====== |
- | * If your ground detail texture is missing (bad layers.cfg etc?) then in-game area around camera/ | + | Text moved to [[arma3: |
- | * If you import heightmap that is in wrong coordinates for example 0/0 which is default L3DT ASC export coordinates, | ||
- | * WRP file can have only 32k rvmat indexes, otherwise it fails. | + | ====== Locked Objects Layer and Heightmap Import ====== |
- | * Remember | + | Text moved to [[arma3: |
- | * MapLegend.png is included in: < |
arma3/tools/terrain-builder.1548177818.txt.gz · Last modified: 2019/01/22 17:23 by snakeman